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Made in dk
Longtime Dakkanaut




Danmark

Hey guys.

So im an ork player and i wanna start a second army in Chaos Daemons. As it is right now, i cant say if i wanna go mono god or mixed gods (or both in batallion and patrol). If it makes sense to soup the chaos daemons with chaos knights or space marines ill listen to that too.

Ive heard that chaos daemons can be good when souped, but id like to try not going for anything but chaos daemons at first.


So where do i begin? Mixed or mono? Which units should i go for first? whats the plan here? because unlike playing orks where everything can work together, you can easily make a list that makes no sense given the chaos daemons codex is like 4 codexes in 1.

Which of the gods works best together in a mixed god battalion? which might work best in a single god patrol or battalion? Are there any of the gods that suck together? Are there any of the gods that just outright suck in general? Ive heard except for nurglings maybe nurgle as whole arent too impressive. Ive also heard that slannesh is terrible yet they did very well in early 9th edition which also confuses me.

Also is it good to focus on summonings from daemonic rituals?

Again, unlike many factions, it seem like you could end up with a lot of models that dont work together at all with this faction. so unlike with my orks where i just went for one unit because i wanted and another afterwards, i kinda feel like i need a gameplay for what ill get first.

This message was edited 3 times. Last update was at 2021/06/21 14:48:40


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in us
Sneaky Lictor




If you want any kind of synergy or bonuses just play mono god, you lose most of the benefits of a detachment when you mix gods. Your infantry are arguably more squishy than boyz so be prepared to field large blobs of infantry in order to get them to survive more than a turn.

If you do go dual god you just need to make sure that you use multiple detachments to keep the bonuses. The bonuses you do get are also tied to HQ characters so it pays to have at least one or two small HQs in order to spread those buffs out.

Slaanesh can be very overwhelming if you build your list right, you can get across the table in a turn and be assaulting your opponent turn 1. I play Slaanesh and while they CAN be scary against an opponent who knows what to expect they are easy to counter. Khorne is just...kinda bad at everything. Some units are decently scary when you get them in but because of the edition shift a good bit of their melee power is worse than some other new codexs basic infantry. Tzeentch can be a problem for some opponents just because you are a huge psychic presence and that can skew the game if they don't have a way to handle it. A lot of the Tzeentch attack powers are straight up worse than smite but when you pile them all together you can do some serious mortal wounds. Nurgle is SUPPOSED to be super resilient right? Well Plague Bearers are T3 5++/5+++ which is NOT very durable in terms of the current meta. A GUO is T7 5++/5+++ which can be improved by making them a Greater GUO but it is still kind of sad how squishy they are.

Summoning is awful and you may as well forget it is even a rule. I wish I could say otherwise but it is a super rule heavy version of standard deep strike that requires you to use a character that can't do anything else BUT summon on that turn.
   
Made in dk
Longtime Dakkanaut




Danmark

Arbiter_Shade wrote:
If you want any kind of synergy or bonuses just play mono god, you lose most of the benefits of a detachment when you mix gods. Your infantry are arguably more squishy than boyz so be prepared to field large blobs of infantry in order to get them to survive more than a turn.

If you do go dual god you just need to make sure that you use multiple detachments to keep the bonuses. The bonuses you do get are also tied to HQ characters so it pays to have at least one or two small HQs in order to spread those buffs out.

Slaanesh can be very overwhelming if you build your list right, you can get across the table in a turn and be assaulting your opponent turn 1. I play Slaanesh and while they CAN be scary against an opponent who knows what to expect they are easy to counter. Khorne is just...kinda bad at everything. Some units are decently scary when you get them in but because of the edition shift a good bit of their melee power is worse than some other new codexs basic infantry. Tzeentch can be a problem for some opponents just because you are a huge psychic presence and that can skew the game if they don't have a way to handle it. A lot of the Tzeentch attack powers are straight up worse than smite but when you pile them all together you can do some serious mortal wounds. Nurgle is SUPPOSED to be super resilient right? Well Plague Bearers are T3 5++/5+++ which is NOT very durable in terms of the current meta. A GUO is T7 5++/5+++ which can be improved by making them a Greater GUO but it is still kind of sad how squishy they are.

Summoning is awful and you may as well forget it is even a rule. I wish I could say otherwise but it is a super rule heavy version of standard deep strike that requires you to use a character that can't do anything else BUT summon on that turn.


i was mostly stoked about Khorne really so im sad that they arent doing too well.

I heard that filling the board with nurglings is a good idea? maybe in a patrol or something and the rest slannesh then. I guess a good place to start for me would then be slannesh daemons.

I dont know. But thanks for your input. Im kind of sad to see that the summoning aspect of the game is bad, i was hoping there could be great synegies by having a small HQ unit summon in reinforcements. Was hoping it was good and viable in specific ways

This message was edited 2 times. Last update was at 2021/06/21 15:59:22


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in ca
Longtime Dakkanaut





Keep in mind that a new dex is on the way, and things are likely to change substantially. Building an army before seeing their dex is a bit of a risk.

As for summoning, it is true that the summoner can't do other stuff on the turn that it summons. But it is a legal way to field 110 PL in a 100 PL game. Or more.

   
Made in gb
Fixture of Dakka





Not sure what they will do for the forthcoming codex, but Tzeentch Horrors( Pinks, Blues and Brimestones ) can currently be taken as troop choices for the Thousand Sons faction.

I've only used them in very simple open play games but they are fairly decent.

Casual gaming, mostly solo-coop these days.

 
   
Made in us
Wicked Ghast




I really like chaos demons, but would suggest holding off until we see the new codex.

Khorne is my preferred demons army. Most of the work for my demons army is in Khorne, and it's what I have the most fun playing. Plus, AnGgrath is just freaking AMAZING LOOKING! That said, they aren't as strong as slaneesh is at the moment, but to be fair, none of the chaos demons are.

If i were to start a new demon army today, i would not focus on souping demons together with another army, because it's a safe bet that chaos demons will have benefits in their new codex that will only apply if they are mono faction. I would probably start on slaneesh and build from there to be honest. That way, if you want to go mono-god, they are a great way to go, and if you want to mix the chaos gods in the army, then you'll have a better picture of what is going to be good.

This message was edited 1 time. Last update was at 2021/06/21 18:37:47


 
   
Made in dk
Longtime Dakkanaut




Danmark

Thank you for your answers. I will probably try and focus one god for now then. Visually i like Khorne the most, but maybe ill go for slannesh

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
 
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